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Land O' Mans


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Jbeanz



Joined: 06 Dec 2009
Posts: 38

PostPosted: Sat Mar 13, 2010 10:37 am    Post subject: Land O' Mans Reply with quote

// Deck file for Magic Workstation (http://www.magicworkstation.com)

// Lands
3 [ZEN] Sejiri Refuge
3 [ZEN] Graypelt Refuge
2 [ZEN] Kabira Crossroads
4 [WWK] Celestial Colonnade
4 [ALA] Seaside Citadel
1 [WWK] Dread Statuary
4 [WWK] Stirring Wildwood
4 [WWK] Tectonic Edge
1 [M10] Gargoyle Castle
4 [WWK] Halimar Depths

// Creatures
1 [ALA] Kederekt Leviathan

// Spells
2 [ALA] Kiss of the Amesha
1 [MOR] Mind Spring
3 [LRW] Garruk Wildspeaker
2 [WWK] Jace, the Mind Sculptor
2 [CFX] Martial Coup
4 [ZEN] Day of Judgment
4 [WWK] Treasure Hunt
3 [WWK] Amulet of Vigor
4 [ZEN] Spreading Seas
4 [WWK] Explore

// Sideboard
SB: 1 [WWK] Terra Eternal
SB: 3 [ZEN] Cancel
SB: 4 [MOR] Negate
SB: 2 [ALA] Relic of Progenitus
SB: 1 [ALA] Kederekt Leviathan
SB: 4 [ALA] Hindering Light



It's a pretty straight forward concept. Play a bunch of lands, draw a bunch of cards, control the board, attack with things.

I got drunk last night and started playing around with the idea, and about 13 hours of play testing later this is where I'm at.

At first glance it seems to have a few flaws, almost 100% come into play tapped lands mainly, but the deck is shockingly quick and consistent.

I played 33 matches total between last night and now, 32 of which I won.

At this point I would like to mention that I don't consider myself to be... how do I put it... good at Magic: The Gathering, for a lack of better terms. I am working to improve my game, however.

And I pointed that out, because I'm doing exceptionally well with this deck, but I'm not an exceptional player by any means, so it leads me to believe that the deck could have some serious potential.

Any aggro deck (Naya, Vampires, even Jund) match up was almost jokingly easy.

Surprisingly enough, UWB Vaults was the only deck that gave me any real sort of trouble. (And was also my only loss).

The SB originally had Celestial Purge, Essence Scatter, Flashfreeze but I found that they just weren't needed. To side them in i'd either have to take away from what the deck is trying to do too similar effects. I noticed UW Control could get tricky if they got a good start, so I decided to load the SB up with some counter magic. It's not just for against UW Control obviously, but you get the picture.

Anywho, what do you guys think?
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Insom



Joined: 19 Dec 2008
Posts: 433

PostPosted: Sat Mar 13, 2010 10:54 am    Post subject: Reply with quote

UW control with explore instead of chalice and lands/amulet instead of counters/removal. You have no way to deal with a manabarbs. How do naya and jund lose to this?
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Jbeanz



Joined: 06 Dec 2009
Posts: 38

PostPosted: Sat Mar 13, 2010 10:57 am    Post subject: Reply with quote

Play it and find out? It's just a rough draft still.
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Jbeanz



Joined: 06 Dec 2009
Posts: 38

PostPosted: Sat Mar 13, 2010 2:16 pm    Post subject: Reply with quote

// Deck file for Magic Workstation (http://www.magicworkstation.com)

// Lands
3 [ZEN] Sejiri Refuge
3 [ZEN] Graypelt Refuge
2 [ZEN] Kabira Crossroads
4 [WWK] Celestial Colonnade
4 [ALA] Seaside Citadel
1 [WWK] Dread Statuary
4 [WWK] Stirring Wildwood
4 [WWK] Tectonic Edge
1 [M10] Gargoyle Castle
4 [WWK] Halimar Depths

// Creatures
1 [ALA] Kederekt Leviathan

// Spells
2 [ALA] Kiss of the Amesha
2 [WWK] Jace, the Mind Sculptor
2 [CFX] Martial Coup
4 [ZEN] Day of Judgment
4 [WWK] Treasure Hunt
3 [WWK] Amulet of Vigor
4 [ZEN] Spreading Seas
4 [WWK] Explore
3 [M10] Garruk Wildspeaker
1 [M10] Mind Spring

// Sideboard
SB: 1 [ALA] Kederekt Leviathan
SB: 1 [WWK] Terra Eternal
SB: 2 [ALA] Relic of Progenitus
SB: 4 [ALA] Hindering Light
SB: 3 [M10] Negate
SB: 4 [M10] Solemn Offering

Slight change for obvious reasons.
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onecleanceli



Joined: 27 Mar 2005
Posts: 398

PostPosted: Sun Mar 14, 2010 1:34 am    Post subject: Reply with quote

solemn offering costs too much IMO, find something that does the same thing for cheaper and at instant speed.. you dont need the 4 life
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Jbeanz



Joined: 06 Dec 2009
Posts: 38

PostPosted: Sun Mar 14, 2010 6:33 pm    Post subject: Reply with quote

// Deck file for Magic Workstation (http://www.magicworkstation.com)

// Lands
3 [ZEN] Sejiri Refuge
3 [ZEN] Graypelt Refuge
2 [ZEN] Kabira Crossroads
4 [WWK] Celestial Colonnade
4 [ALA] Seaside Citadel
1 [WWK] Dread Statuary
4 [WWK] Stirring Wildwood
4 [WWK] Tectonic Edge
1 [M10] Gargoyle Castle
4 [WWK] Halimar Depths

// Spells
2 [WWK] Jace, the Mind Sculptor
2 [CFX] Martial Coup
3 [ZEN] Day of Judgment
4 [WWK] Treasure Hunt
3 [WWK] Amulet of Vigor
4 [ZEN] Spreading Seas
4 [WWK] Explore
1 [M10] Mind Spring
3 [M10] Garruk Wildspeaker
4 [M10] Time Warp

// Sideboard
SB: 1 [ZEN] Day of Judgment
SB: 2 [WWK] Terra Eternal
SB: 1 [ALA] Relic of Progenitus
SB: 3 [M10] Negate
SB: 4 [ALA] Naturalize
SB: 4 [WWK] Kor Firewalker


I cut 2x Kiss of the Amesha, 1x Kederekt Leviathan, and 1x Day of Judgment from the main and added 4x Timewarp.

I also cut 4x Hindering Light, 4x Solemn Offering, and 1x Kederekt Leviathan from the SB and added 4x Kor Firewalker, 4x Naturalize, and 1x Day of Judgement.
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Jbeanz



Joined: 06 Dec 2009
Posts: 38

PostPosted: Sun Mar 14, 2010 11:50 pm    Post subject: Reply with quote

// Deck file for Magic Workstation (http://www.magicworkstation.com)

// Lands
3 [ZEN] Sejiri Refuge
3 [ZEN] Graypelt Refuge
2 [ZEN] Kabira Crossroads
4 [WWK] Celestial Colonnade
4 [ALA] Seaside Citadel
1 [WWK] Dread Statuary
4 [WWK] Stirring Wildwood
4 [WWK] Tectonic Edge
1 [M10] Gargoyle Castle
4 [WWK] Halimar Depths

// Spells
2 [WWK] Jace, the Mind Sculptor
2 [CFX] Martial Coup
3 [ZEN] Day of Judgment
4 [WWK] Treasure Hunt
3 [WWK] Amulet of Vigor
4 [ZEN] Spreading Seas
4 [WWK] Explore
1 [M10] Mind Spring
3 [M10] Garruk Wildspeaker
4 [ARB] Captured Sunlight

// Sideboard
SB: 2 [WWK] Terra Eternal
SB: 3 [M10] Negate
SB: 4 [WWK] Kor Firewalker
SB: 3 [ALA] Naturalize
SB: 3 [ALA] Kiss of the Amesha


I realized that I was siding out Timewarp almost every game. I replaced it with Captured Sunlight, which in hindsight I should have had to begin with. It fits perfect.
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Jbeanz



Joined: 06 Dec 2009
Posts: 38

PostPosted: Mon Mar 15, 2010 10:06 am    Post subject: Reply with quote

Kiss is too slow for what it does. Any match up where I would need to gain the life I'm dead or almost dead by the time I cast it anyway.

The card drawing from it doesn't really make a difference that much. The deck has tons of cantrips and card drawing as it is.

Almost every time I cascade into either an explore or a spreading seas.

With 4x Tectonic Edge and 4x Spreading Seas Dredge 2.0 really isn't an issue what so ever.

I needed something to stall MonoRed and Boros just slightly until I can develop board control. Captured Sunlight fits exactly what I needed it's slot for.

Discard isn't an issue what so ever. Mind Rot and Blightning are nothing more than minor inconveniences. They almost always just take two lands out of my hand, and my hand gets filled up very quickly. Treasure Hunt almost always nets me at least 3 cards.

I played around with Baneslayer in the side, and found that there isn't anything I would side out for it in pretty much any match up.

It doesn't do anything that isn't already covered by the rest of the deck, besides die to my Martial Coups and Day of Judgements.

I think I am going to cut Terra Eternal for 2x Relic of Progentius though in the SB though. It does make Dredge 2.0 even more of a joke, and deals with Open The Vaults.
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Insom



Joined: 19 Dec 2008
Posts: 433

PostPosted: Mon Mar 15, 2010 10:34 am    Post subject: Reply with quote

You play a card that cascades into mindspring and coup main because it helps stall a little against rdw but decided that one of the two cards rdw scoops to isn't playable in the sb because it dies to DoJ that should be coming out against rdw anyway?
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Jbeanz



Joined: 06 Dec 2009
Posts: 38

PostPosted: Mon Mar 15, 2010 10:59 am    Post subject: Reply with quote

The DOJs come out to put in Kor Firewalker.

Baneslayer is nothing but overkill against RDW. I don't need both Baneslayer and Kor Firewalker, so Baneslayer is just filling a SB spot that is needed for cards against other match ups.


Captured Sunlight almost NEVER cascades into the 1x Mindspring, or the 2x Martial Coup. The slight chance of it just being four life for four mana doesn't even come close to negating how many times it becomes 4 life, and either an Explore, Spreading Seas, Treasure Hunt, Amulet of Vigor, Kor Firewalker, or Relic of Progenitus.
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Insom



Joined: 19 Dec 2008
Posts: 433

PostPosted: Mon Mar 15, 2010 2:41 pm    Post subject: Reply with quote

Not being able to multikick your chalice makes iona a little more difficult to cast than in the standard versions of the deck. Being able to occasionally get 2 amulets in play might make up for that to some extent though.
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Jbeanz



Joined: 06 Dec 2009
Posts: 38

PostPosted: Mon Mar 15, 2010 6:56 pm    Post subject: Reply with quote

// Deck file for Magic Workstation (http://www.magicworkstation.com)

// Lands
3 [ZEN] Sejiri Refuge
3 [ZEN] Graypelt Refuge
2 [ZEN] Kabira Crossroads
4 [WWK] Celestial Colonnade
4 [ALA] Seaside Citadel
1 [WWK] Dread Statuary
4 [WWK] Stirring Wildwood
4 [WWK] Tectonic Edge
1 [M10] Gargoyle Castle
4 [WWK] Halimar Depths

// Spells
2 [WWK] Jace, the Mind Sculptor
2 [CFX] Martial Coup
3 [ZEN] Day of Judgment
4 [WWK] Treasure Hunt
3 [WWK] Amulet of Vigor
4 [ZEN] Spreading Seas
4 [WWK] Explore
1 [M10] Mind Spring
3 [M10] Garruk Wildspeaker
4 [ARB] Captured Sunlight

// Sideboard
SB: 4 [WWK] Kor Firewalker
SB: 3 [ALA] Naturalize
SB: 2 [ALA] Relic of Progenitus
SB: 4 [ZEN] Into the Roil
SB: 2 [M10] Baneslayer Angel


I tried this list for a bit. I added Into the Roil because I have some trouble dealing with UWR's plainswalkers. As I thought, the Baneslayers are just over kill.
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Insom



Joined: 19 Dec 2008
Posts: 433

PostPosted: Tue Mar 16, 2010 7:53 am    Post subject: Reply with quote

Roil sucks against planeswalkers. Use o-ring instead. The point of BSA in the side would be that you don't have to run 4 captured sunlight main and could play something decent in its place, like 4 of the best card in your deck (jace).
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Jbeanz



Joined: 06 Dec 2009
Posts: 38

PostPosted: Tue Mar 16, 2010 8:17 am    Post subject: Reply with quote

Insom, considering all of the recommendations you've been making that could be good, but are terrible for this deck, I'm going to go ahead and assume you haven't played it.

Why, then, are you posting here?

The O-Ring is the right choice, but Jace is not the best card by any means. Yes, it's good, but it doesn't make or break a game.

And again, with the Baneslayers... etc, etc..
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Insom



Joined: 19 Dec 2008
Posts: 433

PostPosted: Tue Mar 16, 2010 9:06 am    Post subject: Reply with quote

I've played it a little and I have played extensively against the greenless variant. Did you take offense to my suggestion that bouncing hasted permanents isn't as good as exiling them or the idea that BSA does what captured sunlight does only better in a deck with X casting cost cards?

Ah, thank you for editing and explaining. I am not saying you are wrong about BSA, just that it is worth a try. As for jace I too play predominantly bant colors (just with KotR, MotWH, and BSAs as defense instead of sweepers since every deck out there has a plan for them these days) and for me at least jace does make or break a game. Once you brainstorm two or three times and take your pick of the next 5 to 9 cards it becomes very hard to lose a game. Not to mention the other abilities are fairly broken as well. No one plays blue just for treasure hunt and negate.
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